a part of me is koo with the idea of keeping the top lvl at 60 in the sense that if ur not satisfied with ur current stats or just get bored enough nd wanna start over, the idea of reaching the top again or getting a high win% isn't a dreaded one. .it also keeps newcomers abit more interested if there's a reasonably attainable goal in mind (60) and not 1000 =P haha
When I was 12 I created one of those geeky pencil & paper rpg's, as part of the leveling system I decided to do 10,000 levels "or" 9999, instead of adding a specific amount or making the levels run along a linear progression or a doubling rule I decided to use the 10,000 smallest prime numbers, for the xp required to gain the next level. 1 is 2xp, 2 is 3xp 5 is 13xp 11 is 37xp etc... but at level 9998 things change, it takes almost 105,000xp to reach 9999.
1. People will soar up through the first sections of the level matrix, creating a sense of accomplishment and building their desire to play more. 2. A third the way up it would take a monumental amount of xp to reach the next level (see above) 3. XP BONUSES FOR THE PLAYERS' LEVEL THAT YOU BEAT COULD BE INCORPORATED! For example: If I'm at level 40 and I beat someone at level 750 I would get a bonus of 750xp if they beat me they get a bonus of 40xp.
haggs wrote:A creative response? I can't reveal too much at this point, but what would you say to a brand spankin' new Cestos game? We may have something in the works...
Would this note from be referring to porting Cestos to the Droid?
CESTOS = PARTY TIME = 999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,999,etc.... yea I took the time to type the nines cause CESTOS 2 ... is stuck to you ! (meaning = the whole wide world)